Removed more unused stuff.

Finally finished ingame OpenGL code (I hope).

Fixed another mistake in mathline.c.
This commit is contained in:
Steven Fuller 2001-08-24 05:19:50 +00:00 committed by Patryk Obara
parent 90d3747b13
commit acbc8ea8b8
17 changed files with 612 additions and 1390 deletions

26
TODO
View file

@ -1,2 +1,28 @@
[DONE] [08/24/01] Finish OpenGL code.
* Fix sound code.
* See if RGT will respond.
* Menus.
* Proper file loading/saving (ignore case, search certain directories) and
config handling (~/.avp/{ge, re, ad, md, pd}/?)
* Command line options.
* CD Audio.
* Try to get demos and regular edition to work.
* See what FOX/Rebellion has to say (if anything) about redistribution of the
demos and if its possible to create an installer for regular/gold edition
CDs.
* Put together a workaround if RGT plan fails.
* See if the build process can be made easier for those who download the
source.
* Write documentation.
* Prep for a release. Get someone who has a saner system to build binaries.
Look into loki_setup.
* "Beta test." Play through the game at least once starting with a clean
install.
* Release. And the crowd goes wild.
* Fix any bugs found after previous release.
* Add networking and everything related (dedicated server, master server,
etc.)
* Release new version. And fix bugs, and release new version, and so on.
----
* Debug, verify, and reimplant the inline functions in mathline.c to
inline.h

View file

@ -44,8 +44,6 @@
#include "sfx.h"
#include "bh_marin.h"
#include "bh_far.h"
#include "pldghost.h"
#include "pheromon.h"
#include "targeting.h"
#include "dxlog.h"
#include "los.h"

View file

@ -1711,7 +1711,6 @@ void SaveStrategy_HierarchicalDebris(STRATEGYBLOCK* sbPtr)
/*------------------**
** Load/Save Debris **
**------------------*/
#include "savegame.h"
typedef struct debris_save_block
{
@ -1864,4 +1863,4 @@ void SaveStrategy_Debris(STRATEGYBLOCK* sbPtr)
block->integrity = sbPtr->integrity;
block->SBDamageBlock = sbPtr->SBDamageBlock;
}
}

View file

@ -43,8 +43,6 @@
#include "bh_marin.h"
#include "bh_dummy.h"
#include "bh_far.h"
#include "pldghost.h"
#include "pheromon.h"
#include "targeting.h"
#include "dxlog.h"
#include "los.h"

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@ -15,7 +15,6 @@
#include "pvisible.h"
#include "pheromon.h"
#include "bh_far.h"
#include "bh_marin.h"
#include "pldghost.h"
#include "load_shp.h"
@ -59,47 +58,6 @@ int ShowHiveState=0;
FILE *logFile;
#endif
/* load generator parameters: pc only*/
//paramaters now got from rif file
#define LOAD_PC_GENERATORPARAMS 0
#if LOAD_PC_GENERATORPARAMS
static void LoadGeneratorParams(void);
/* Level hive/generator parameters -----------------------------
Format: max npcs, initial npcs per minute,
change in npcs per minute (per minute, approx)
--------------------------------------------------------------*/
HIVELEVELPARAMS hiveLevelData[] =
{
{25,4,2,(ONE_FIXED*60)}, /* gen 1 : */
{25,4,2,(ONE_FIXED*90)}, /* gen 2 : */
{25,4,2,(ONE_FIXED*120)}, /* gen 3 : */
{25,4,2,(ONE_FIXED*60)}, /* gen 4 : */
{25,4,2,(ONE_FIXED*60)}, /* Medlab : */
{25,4,2,(ONE_FIXED*60)}, /* cmc 1 : */
{25,4,2,(ONE_FIXED*60)}, /* cmc 2 : */
{25,4,2,(ONE_FIXED*60)}, /* cmc 3 : */
{25,4,2,(ONE_FIXED*120)}, /* cmc 4 : */
{25,4,2,(ONE_FIXED*60)}, /* cmc 5 : */
{25,4,2,(ONE_FIXED*90)}, /* cmc 6 : */
{25,4,2,(ONE_FIXED*60)}, /* sp 1 : */
{25,4,2,(ONE_FIXED*60)}, /* sp 2 : */
{25,4,2,(ONE_FIXED*60)}, /* sp 3 : */
{25,4,2,(ONE_FIXED*60)}, /* r&d 1 : */
{25,4,2,(ONE_FIXED*60)}, /* r&d 2 : */
{25,4,2,(ONE_FIXED*60)}, /* r&d 3 : */
{25,4,2,(ONE_FIXED*90)}, /* r&d 4 : */
{25,4,2,(ONE_FIXED*60)}, /* mps 1 : */
{25,4,2,(ONE_FIXED*120)}, /* mps 2 : */
{25,4,2,(ONE_FIXED*60)}, /* mps 3 : */
{25,4,2,(ONE_FIXED*120)}, /* mps 4 : */
{25,4,2,(ONE_FIXED*60)}, /* surface : */
{25,2,1,(ONE_FIXED*120)}, /* entrance : */
};
#endif
/*
Stuff for adjusting difficulty level according to player's performance
@ -919,154 +877,6 @@ void ForceAGenerator(void)
}
#if (SupportWindows95 && LOAD_PC_GENERATORPARAMS)
static char genFileLine[128];
static void LoadGeneratorParams(void)
{
FILE* genParamsFile;
int numValsRead = 0;
genParamsFile = fopen("GENPARAM.TXT","r");
/* do nothing if we can't load the file */
if(!genParamsFile) return;
while(fgets((char*)genFileLine,128,genParamsFile))
{
if(!(strncmp((char*)genFileLine,"#",1))) continue; /* a comment line */
if(strlen((char*)genFileLine) > 4) continue; /* too long */
/* should be a data line...
convert to an int and set appropriate value in hiveData[] */
{
int thisValue;
I_AVP_ENVIRONMENTS thisLevel = 0;
thisValue = atoi(genFileLine);
switch(numValsRead/3)
{
case(0):
{
thisLevel = I_Gen1;
break;
}
case(1):
{
thisLevel = I_Gen2;
break;
}
case(2):
{
thisLevel = I_Gen3;
break;
}
case(3):
{
thisLevel = I_Medlab;
break;
}
case(4):
{
thisLevel = I_Cmc2;
break;
}
case(5):
{
thisLevel = I_Cmc4;
break;
}
case(6):
{
thisLevel = I_Cmc6;
break;
}
case(7):
{
thisLevel = I_Sp2;
break;
}
case(8):
{
thisLevel = I_Sp3;
break;
}
case(9):
{
thisLevel = I_Rnd2;
break;
}
case(10):
{
thisLevel = I_Rnd3;
break;
}
case(11):
{
thisLevel = I_Rnd4;
break;
}
case(12):
{
thisLevel = I_Mps2;
break;
}
case(13):
{
thisLevel = I_Mps4;
break;
}
case(14):
{
thisLevel = I_Surface;
break;
}
case(15):
{
thisLevel = I_Entrance;
break;
}
default:
{
/* there should only be 16 levels in the file */
LOCALASSERT(1==0);
continue;
break;
}
}
switch(numValsRead%3)
{
case(0):
{
hiveLevelData[thisLevel].maxGeneratorNPCs = thisValue;
break;
}
case(1):
{
hiveLevelData[thisLevel].generatorNPCsPerMinute = thisValue;
break;
}
case(2):
{
hiveLevelData[thisLevel].deltaGeneratorNPCsPerMinute = thisValue;
break;
}
default:
{
/* there should only be 16 levels in the file */
LOCALASSERT(1==0);
break;
}
}
}
numValsRead++;
}
fclose(genParamsFile);
}
#endif
void SetHiveParamaters(int enemytype,int max,int genpermin,int deltagenpermin,int time)
{
LoadedHiveData.maxGeneratorNPCs=max;

View file

@ -6,10 +6,8 @@
#include "gamedef.h"
#include "bh_types.h"
//#include "comp_shp.h"
#include "dynblock.h"
#include "dynamics.h"
//#include "lighting.h"
#include "pfarlocs.h"
@ -17,7 +15,6 @@
#include "load_shp.h"
#include "particle.h"
#include "bh_types.h"
#include "bh_rubberduck.h"
#include "bh_weap.h"
#include "sfx.h"
@ -339,4 +336,3 @@ void CreateRubberDucks(void)
while(--i);
}
}

View file

@ -18,9 +18,6 @@
#include "consvar.hpp"
#include "conscmnd.hpp"
#include "equipmnt.h"
#include "inline.h"
#include "module.h"
#include "stratdef.h"
#include "weapons.h"
#include "bh_queen.h"
#include "bh_gener.h"

View file

@ -60,7 +60,6 @@
#define VERSION_DisableStartupMenus Yes
#define VERSION_DisableStartupCredits Yes
#include "avp_menus.h"
/******************
Extern Engine Varibles

View file

@ -46,7 +46,6 @@
#include "avp_menus.h"
#include "showcmds.h"
#include "game_statistics.h"
#include "psndplat.h"
#include "pldnet.h"
#include "avp_userprofile.h"
@ -311,11 +310,8 @@ void MaintainHUD(void)
}
RenderGrapplingHook();
#if SOFTWARE_RENDERER
FlushSoftwareZBuffer();
#else
SecondFlushD3DZBuffer();
#endif
//DrawFontTest();
if (Observer)
{

View file

@ -1,5 +1,4 @@
#include "3dc.h"
#include "3dc.h"
#include "module.h"
#include "inline.h"
#include "stratdef.h"

View file

@ -61,8 +61,6 @@ extern "C++"
( \
RGBA_MAKE(rr,gg,bb,aa) \
)
#include "kshape.h"
void D3D_DrawHUDFontCharacter(HUDCharDesc *charDescPtr);
@ -695,17 +693,6 @@ void D3D_BLTGunSightToHUD(int screenX, int screenY, enum GUNSIGHT_SHAPE gunsight
Draw_HUDImage(&imageDesc);
}
void LoadBackdropImage(void)
{
#if 1
extern int BackdropImage;
extern char LevelName[];
if (!strcmp(LevelName,"pred03"))
BackdropImage = CL_LoadImageOnce("Envrnmts\\Pred03\\backdrop.RIM",LIO_D3DTEXTURE|LIO_RELATIVEPATH|LIO_RESTORABLE);
#endif
}
void Render_HealthAndArmour(unsigned int health, unsigned int armour)
{
HUDCharDesc charDesc;

View file

@ -52,7 +52,6 @@
#include "pldnet.h"
extern "C" {
#include "3dc.h"
#include "inventry.h"
extern int VideoMode;

View file

@ -778,8 +778,8 @@ void LoadRifFile()
#endif
copy_rif_data(env_rif,CCF_ENVIRONMENT,PBAR_LEVEL_START+PBAR_LEVEL_INTERVAL*.4,PBAR_LEVEL_INTERVAL*.6);
//setup_shading_tables();
//LoadBackdropImage();
}
int Destroy_CurrentEnvironment(void)
{
// RWH destroys all en specific data

View file

@ -1,140 +0,0 @@
# AVP ALIEN GENERATOR DATA FILE
#
# This file contains level parameters for alien/marine generation.
# There are three parameters defined for each level:
# 1. Maximum number of aliens/marines in the level
# 2. Number of aliens/marines generated per minute
# 3. The increase in number generated per minute, per minute
#
# For an example of how these parameters work: if the initial
# number of aliens generated per minute is 3, and the increase
# in number per minute is 2, then during the first minute of
# play time 3 aliens will be generated, during the second minute
# 5 more will be generated, and during the third minute another
# 7 will be generated.
#
# The format of this file is: comment lines start with a hash,
# and each data item sits a new line. Each data item is preceeded
# with a comment, stating what it is
#
# CHANGING THIS FILE
# ------------------
# You may change any parameter for any level in this file. Save the
# file, and the next time you run the game the new parameter value
# will be used... however, you must follow these rules:
#
# 1. Stick to the format conventions described above
# 2. Do not insert comment lines longer than 80 characters
# 3. Do not change the order of the data items in this file
# 4. Do not save the file as anything other than a ASCII text file
# If you just edit the particular data item you are interested in,
# and then save the file, you shouldn't get any problems.
#
# Value Ranges
# ------------
# Maximum number of aliens should be between 0 and 255:
# 25 is a typical value.
# Aliens per minute should be between 0 and 255:
# 3 is a typical value
# Increase in aliens per minute should be between 0 and 255
# 2 is a typical value
#
# Patrick.
# -----------------------------------------------------------------
#
# GEN 1 (GENERAL ACCESS) : MAX ALIENS
25
# GEN 1 (GENERAL ACCESS) : ALIENS PER MINUTE
3
# GEN 1 (GENERAL ACCESS) : INCREASE IN ALIENS PER MINUTE
2
# GEN 2 (LIVING QUARTERS) : MAX ALIENS
25
# GEN 2 (LIVING QUARTERS) : ALIENS PER MINUTE
4
# GEN 2 (LIVING QUARTERS) : INCREASE IN ALIENS PER MINUTE
2
# GEN 3 (HANGER1) : MAX ALIENS
25
# GEN 3 (HANGER1) : ALIENS PER MINUTE
4
# GEN 3 (HANGER1) : INCREASE IN ALIENS PER MINUTE
2
# MEDLAB : MAX ALIENS
25
# MEDLAB : ALIENS PER MINUTE
3
# MEDLAB : INCREASE IN ALIENS PER MINUTE
2
# CMC 2 (HANGER 2) : MAX ALIENS
25
# CMC 2 (HANGER 2) : ALIENS PER MINUTE
3
# CMC 2 (HANGER 2) : INCREASE IN ALIENS PER MINUTE
2
# CMC 4 (MAIN ARMOURY) : MAX ALIENS
25
# CMC 4 (MAIN ARMOURY) : ALIENS PER MINUTE
3
# CMC 4 (MAIN ARMOURY) : INCREASE IN ALIENS PER MINUTE
2
# CMC 6 (MAIN CONTROL) : MAX ALIENS
25
# CMC 6 (MAIN CONTROL) : ALIENS PER MINUTE
3
# CMC 6 (MAIN CONTROL) : INCREASE IN ALIENS PER MINUTE
2
# SP2 (SECURITY POINT 2) : MAX ALIENS
10
# SP2 (SECURITY POINT 2) : ALIENS PER MINUTE
1
# SP2 (SECURITY POINT 2) : INCREASE IN ALIENS PER MINUTE
1
# SP3 (SECURITY POINT 3) : MAX ALIENS
10
# SP3 (SECURITY POINT 3) : ALIENS PER MINUTE
1
# SP3 (SECURITY POINT 3) : INCREASE IN ALIENS PER MINUTE
1
# R&D 2 (BIOWEAPONS RESEARCH) : MAX ALIENS
25
# R&D 2 (BIOWEAPONS RESEARCH) : ALIENS PER MINUTE
3
# R&D 2 (BIOWEAPONS RESEARCH) : INCREASE IN ALIENS PER MINUTE
2
# R&D 3 (CYBERNETIC AUGMENTATION) : MAX ALIENS
25
# R&D 3 (CYBERNETIC AUGMENTATION) : ALIENS PER MINUTE
3
# R&D 3 (CYBERNETIC AUGMENTATION) : INCREASE IN ALIENS PER MINUTE
2
# R&D 4 (NON-TERRESTRIAL TECH) : MAX ALIENS
25
# R&D 4 (NON-TERRESTRIAL TECH) : ALIENS PER MINUTE
3
# R&D 4 (NON-TERRESTRIAL TECH) : INCREASE IN ALIENS PER MINUTE
2
# MPS 2 (POWER SITE MAINTAINANCE) : MAX ALIENS
25
# MPS 2 (POWER SITE MAINTAINANCE) : ALIENS PER MINUTE
3
# MPS 2 (POWER SITE MAINTAINANCE) : INCREASE IN ALIENS PER MINUTE
2
# MPS 4 (MAIN REACTOR / NEST) : MAX ALIENS
10
# MPS 4 (MAIN REACTOR / NEST) : ALIENS PER MINUTE
1
# MPS 4 (MAIN REACTOR / NEST) : INCREASE IN ALIENS PER MINUTE
1
# SURFACE : MAX ALIENS
25
# SURFACE : ALIENS PER MINUTE
5
# SURFACE : INCREASE IN ALIENS PER MINUTE
4
# ENTRANCE : MAX ALIENS
10
# ENTRANCE : ALIENS PER MINUTE
2
# ENTRANCE : INCREASE IN ALIENS PER MINUTE
1

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@ -461,8 +461,6 @@ void CheckForWindowsMessages()
handle_keypress(KeySymToKey(event.key.keysym.sym), 0, 0);
break;
case SDL_QUIT:
// SDL_Quit();
// exit(17); /* TODO tempy! */
AvP.MainLoopRunning = 0; /* TODO */
break;
}
@ -595,6 +593,9 @@ int main(int argc, char *argv[])
LoadKeyConfiguration();
CheatMode_Active = CHEATMODE_NONACTIVE;
SoundSys_Start();
CDDA_Start();
@ -626,12 +627,13 @@ int main(int argc, char *argv[])
// SetLevelToLoad(AVP_ENVIRONMENT_TEMPLE); /* starting alien level */
// SetLevelToLoad(AVP_ENVIRONMENT_INVASION_A);
AvP.PlayerType = I_Marine;
// AvP.PlayerType = I_Marine;
// SetLevelToLoad(AVP_ENVIRONMENT_DERELICT); /* starting marine level */
SetLevelToLoad(AVP_ENVIRONMENT_COLONY);
// SetLevelToLoad(AVP_ENVIRONMENT_COLONY);
// AvP.PlayerType = I_Predator;
// SetLevelToLoad(AVP_ENVIRONMENT_WATERFALL); /* starting predator level */
AvP.PlayerType = I_Predator;
SetLevelToLoad(AVP_ENVIRONMENT_WATERFALL); /* starting predator level */
// SetLevelToLoad(AVP_ENVIRONMENT_TEMPLE_P);
// SetLevelToLoad(AVP_ENVIRONMENT_LEADWORKS_MP); /* multiplayer */
// SetLevelToLoad(AVP_ENVIRONMENT_SUBWAY_MP);

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@ -494,7 +494,6 @@ __asm__("movl 0(%%esi), %%eax \n\t"
int WideMulNarrowDiv(int a, int b, int c)
{
#if 0 /* TODO: broken? */
int retval;
/*
_asm
@ -505,16 +504,13 @@ int WideMulNarrowDiv(int a, int b, int c)
mov retval,eax
}
*/
/* TODO */
__asm__("imull %2 \n\t"
"idivl %3 \n\t"
__asm__("imull %%ebx \n\t"
"idivl %%ecx \n\t"
: "=a" (retval)
: "a" (a), "q" (b), "q" (c)
: "cc"
: "a" (a), "b" (b), "c" (c)
: "%edx", "cc"
);
return retval;
#endif
return (a * b) / c;
}
/*

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